All three armies are pretty equally effective at the moment in my experience.

Shadowstrike Starhost is potentially the most competetive of the armies. Its only shortfall is being screened. However, even when screened it is still potent. All that really happens is you instead target the enemy tarpits & screens instead of heroes and backbone/glasscannons. Normally you will be able to either out summon your oppenent or tie them up long enough to win through the objective even when the rippers are placed into less than ideal game environments.

Thunderquake Starhost is just an all around good army. Fill your battleline tax with MinSU Skinks, take one or two maxed units of Razzordons, load your Bastiladons with Solar Engines and your fortress gunline becomes scarier than T'au in 5-7th ed. However, you might have issues with the objective game. Your skinks are really the only expendable units you can LoSaT around for the point game. This means you will need to summon early and often to maintain objective. Normally you will be a 6 drop list at minimum, so don't expect to dictate the paces in the first two rounds.

FoS is probably the most fickle of the three. In order for it to really shine you need several things to line up. If the table is too dense on terrain you will have problems getting bottle necked. If the enemy has few large surface area units you will have a hard time getting damage out of your warriors. And lastly, it is a bad match up against Death and Nurgle, both or which are pretty common. FoS is the most dicey of the list. If your dice love you then you will love this battalion.

Possible, just less effective because the base of the battalion is so expensive.

I have success at 1k points playing a Battalion-less army and just building an army around a specific strategy. A lot of Lizardmen battalions are pretty points intensive, so they don't scale super well for smaller point games.

Actually I lied, it is possible, just with less optimal selections. You would need to replace the Bastis with cheaper Stegadons. As above though, I would probably avoid Thunderquake at less than 1500 points. You really want to have a Slann Starmaster in there as your general.

Also note that in Pitched Battle games you will not be able to field Thunderquake because of 2 Behemoths restriction.

Generally, at 1000 points you want a large blob of skinks to take objectives and shoot (40 shots 3+/5+ should not be underestimated). Slann and Astrolith Bearer are viable at 1000 pts if you want to go summoning. 4 razordons can be very powerful too because of volume of fire and mobility thanks to LoSaT. Battalions rarely pay off at 1000 pts, only Shadowstrike worth taking, IMO.

Most of the variations you will see in this list are in the battlelines. Often times you will see less Skinks in favor of addition Razordons or Salamanders. The Endless Spells and Skinks are sometimes left out in order to bring another MinReq Battalion like Firelance.

Most of the variations you will see in this list are in the battlelines. Often times you will see less Skinks in favor of addition Razordons or Salamanders. The Endless Spells and Skinks are sometimes left out in order to bring another MinReq Battalion like Firelance.

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Looks good! ...thank you!

I see people on here arguing that you either take 40 skinks or 10...so how do people justify using 30 here? Just curious

I think i will start with the thunderquake for 2k. I like big dinos and it seems easier to start of with!

Thing is that both those Endless Spells are really useful. They both give you an extra spell and the Vortex buffs your Slann's defences and range.If you don't cast anything then you have 5 spell slots a turn to power summoning, meaning 16+D3 points per turn. On average, that's 18 points per turn being summoned, which can be an Engine of the Gods each turn. That's more powerful than an extra 10 Skinks.

The caveat is that a Slann on a Balewind Vortex is very difficult to hide, so watch out for him being sniped.

Feel free to remove Cogs if you're not going for heavy summoning. 60 pts for a single cast is a bit too much, IMO, and you won't likely need second effect on cogs (which buffs your opponent too).

Slann on Vortex is difficult to hide, indeed, but with certain setup he may be very durable with vortex. If you play with Realm Spells, it is too good to be ignored. Otherwise, bonus cast is worth only for summoning.

@Galen said it well. It is worth the loss of the 10 Skinks to increase your summoning. The spells are not guaranteed. You could always fail to cast them or they could be unbound, but they are still worth the inclusion.

As a noob...is There a thread/post were someone Lines out the basics of playing Seraphon? The importent relics/spells and so on...it is rather overwhelming as a beginner to understand all the aspects and tricks of this army..I am a quick learner that does not know were to start

As a noob...is There a thread/post were someone Lines out the basics of playing Seraphon? The importent relics/spells and so on...it is rather overwhelming as a beginner to understand all the aspects and tricks of this army..I am a quick learner that does not know were to start

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Chek this thread. Some details may have been changed since AoS 2.0, but basics are the same.